Entertainment Services: The future is mobile White Paper December 2016

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1 Entertainment Services: The future is mobile White Paper December 2016

2 Entertainment Services: The future is mobile White Paper Published December 2016 Version 1.0 Report Number: igr W. Hwy 71 Suite 350 PMB 341 Austin TX 78738

3 Table of Contents Executive Summary... 1 Mobile Data Usage for Entertainment while On the Go and at Home... 2 Activities while On the Go... 2 Importance of Age Demographic for Video Streaming On the Go... 2 Figure 1: Watching Streaming Video While On the Go, By Age... 3 Mobile Device Usage for Entertainment while at Home... 3 Figure 2: Watching Streaming Video While On the Go... 4 Mobile Device Usage for Entertainment Services... 5 Figure 3: Watching Video Services on Mobile Devices... 5 Preferred Methods to Watch Video... 6 Figure 4: Preferred Method to Rent a Movie... 6 Figure 5: Preferred Method to Rent a Movie, by Age... 7 Figure 6: Number of Digital Movies Owned... 7 Figure 7: Number of Digital Movies Owned, By Age... 8 Figure 8: Ranking of Video Content, All Respondents... 9 Figure 9: Ranking of Video Content, year olds... 9 Conclusion Methodology Disclaimer About WIA About igr Copyright 2016 igillottresearch, Inc. FOR INFORMATION PLEASE CONTACT IAIN GILLOTT (512)

4 Executive Summary It is no exaggeration to say that the future of entertainment is mobile and that the future of mobile depends on reliable networks that are able to deliver more capacity. As more and more people watch video on their mobile devices (tablets and laptops as well as smartphones), so the strains on the mobile infrastructure continue to mount. For the mobile industry, this is a never-ending challenge. But this challenge is one that, to date, the industry has met. Mobile video is now more than half of all mobile data consumed in the U.S. And more people are not just downloading video to mobile devices, but streaming content directly. In fact, 60 percent of those that stream video told igr in a recent survey that they watch streaming video at least once per day. In addition to watching video on-the-go, people are also using what is known as LTE to consume entertainment at home. While this may seem paradoxical when over 90 percent of homes have Wi-Fi, in the many cases where the Wi-Fi is congested, consumers turn to LTE. In fact, up to 19 percent of U.S. consumers who choose to use their mobile data network, even when they are at home. Think of a college student in a dorm or apartment no surprise that Wi-Fi gets overloaded due to the high demand, so students will often turn on LTE and stream directly from the smartphone. Using their parent s cellular rate plan of course! For today s millennials, who have grown up in a connected world, streaming content is the new normal. This is also increasingly true of older generations, who become more comfortable with streaming services as each new season of House of Cards, Blacklist, or any other streaming hit is released. And if streaming is normal, then that means consumers will not just demand, but expect, continuous broadband connectivity. The entertainment industry therefore has a vested interest in the wireless infrastructure and its continued development. As demand for mobile video bandwidth will increase, so mobile networks will have to expand coverage and capacity. And the continued success of video streaming services depends on the ability of mobile operators to provide strong reliable connections at affordable prices. 1

5 Mobile Data Usage for Entertainment while On the Go and at Home Activities while On the Go It is no surprise that U.S. mobile consumers regularly use their mobile devices, including basic phones, smartphones and tablets, while they are on the go. igr uses the term on the go to get respondents to think about their usage at times when they are not at home, school or work. What devices are being used on the go? In igr s latest survey, 98 percent of respondents reported using smartphones (as opposed to basic phones), while 50 percent said they use tablets. While on the go, consumers are more likely to use mobile data, although usage on Wi-Fi networks in places such as coffee shops, shopping malls or airports, is also a possibility. Approximately 62 percent of respondents said their data plan is a limited (or capped) plan, while 30 percent have an unlimited plan. And the vast majority of mobile data usage is on LTE networks provided by one of the four major mobile operators: AT&T, Sprint, T-Mobile, or Verizon Wireless. LTE is the latest and fastest generation of wireless technology, a standard known as Long Term Evolution LTE is also referred to as 4G. U.S. mobile consumers engage in a variety of activities including , social networking, Web browsing, gaming, and audio and video streaming, while they are on the go. Although some activities are more frequently engaged in than others, 11 percent said that they stream video while on the go. Video streaming can include all types of video from short YouTube clips to full-length features on Netflix. Importance of Age Demographic for Video Streaming On the Go While 11 percent of all respondents said that they stream video while they are on the go, this is not the whole story. igr looked at the responses according to the respondents age and found that younger respondents are significantly more likely to stream videos (see chart below). The figure includes indexed values, which are whole numbers showing an above average or below average incidence of use, where 100 is average. The figure shows that 18 to 24 year olds are 122 percent more likely than average to watch streaming video on the go, while 25 to 34 year olds are 24 percent more likely than average. 2

6 Figure 1: Watching Streaming Video While On the Go, By Age to to to to to 64 Over Those consumers who stream video while they are on the go do so frequently. In fact, 60 percent of the survey respondents who stream video said they do so at least once per day and up to continuously throughout the day. Mobile Device Usage for Entertainment while at Home In addition to using their mobile devices while they are on the go, U.S. consumers also use the mobile data network while they are at home. To watch a streaming video at home, consumers have a choice: they can use a wired Ethernet connection, a connection to their home s Wi-Fi network, or they can connect to the 3G or 4G LTE mobile data network. Although Wi-Fi is the most common type of connection, igr found that 11 percent of respondents typically stream videos over a mobile network, while an additional eight percent typically use all three types of connections. That means up to 19 percent of U.S. consumers choose to use their mobile data network, even when they are at home. This could be due to a congested Wi-Fi connection because of too many household members, a dead spot in the house where the Wi-Fi signal is not strong, or a desire to connect in a room in the house where there is no wired Ethernet. Additionally, igr found that younger respondents between the age of 18 and 34 were much more likely than older respondents to use mobile data to watch their streaming video. 3

7 Figure 2: Watching Streaming Video While On the Go 90% 80% 78.6% 70% 60% 50% 40% 30% 20% 10% 14.1% 10.8% 8.1% 0% Wired Ethernet WiFi Mobile Data (3G or 4G/LTE) I typically use all of these 4

8 Mobile Device Usage for Entertainment Services Today when consumers watch movies or programs from an Over the Top video service (where the content is accessed from the Internet using a broadband connection), such as Hulu, Netflix, Amazon Prime Video, itunes or YouTube, they have a choice of which device to use. Internet-enabled TVs are becoming increasingly popular, as are connected TV devices, such as Apple TV or Roku. In addition, mobile consumers can use their mobile devices. The following chart shows the usage rates of several popular video services on mobile devices both smartphones and tablets. This chart shows that 66 percent of respondents said they use their smartphone to watch YouTube videos and 27 percent use their tablet, while Apple itunes was used on smartphones by 57 percent of users and tablets by 19 percent of users. And for Netflix, on which users often watch full length movies or programs, 28 percent use their smartphone and 19 percent use their tablet. Figure 3: Watching Video Services on Mobile Devices 100% 90% 80% 27.0% 70% 60% 18.5% 50% 40% 30% 20% 10% 0% 18.8% 66.0% 15.0% 19.9% 56.6% 19.7% 28.1% 16.9% Hulu YouTube Netflix Amazon Prime Video Apple itunes Smartphone Tablet 5

9 Preferred Methods to Watch Video Survey respondents were presented with the following hypothetical: A first-run movie has just come to DVD/Blu-Ray and digital formats. You decide to rent it. There is no difference in price. Which do you choose? igr found that responses were evenly split between their choices. Twenty-eight percent said they would rent a physical DVD or Blu-ray, 29 percent would rent on-demand from their TV provider, and 25 percent said they would rent from an OTT provider, such as Google Play, Apple itunes and Amazon. (Eighteen percent said they didn t know what they would do.) Figure 4: Preferred Method to Rent a Movie 18% 28% 29% 25% Physical format On-Demand from your TV provider Video streaming from an OTT provider Don't know However, once again it is interesting to analyze these preferences by age demographic. The following indexed chart shows that younger respondents (between the age of 18 and 34) were significantly more likely than older respondents to choose to stream their new release, while older respondents were more likely to rent on-demand from their TV provider. In fact, the youngest group of 18 to 24 year olds were 40 percent less likely than average to rent ondemand from their TV provider. 6

10 Figure 5: Preferred Method to Rent a Movie, by Age Video streaming from an OTT provider On-Demand from your TV provider 18 to to to to to 64 Over 64 Younger respondents are increasingly thinking of online options when they want to watch a movie or some other type of programming. In fact, a trend of younger consumers preferring digital format movies can also be seen when we consider the movies that consumers own. First igr asked all respondents how many digital format movies they own, and as is shown in the following chart, most respondents own fewer than 25. Figure 6: Number of Digital Movies Owned 2% 17% 1% 1% 2% 6% 8% 63% 25 or less 26 to to to to to 251 More than 251 Don't know 7

11 However, there is a tendency for younger respondents to own more digital format videos than older respondents. For example, year olds are 63 percent more likely than average to own digital videos and 33 percent more likely to own digital videos. The survey data also shows that 35 to 44 year olds were also likely to own more than average number of digital movies this is likely related to higher income and higher disposable income. Figure 7: Number of Digital Movies Owned, By Age or less 26 to to to to to to to 64 Over 64 Survey respondents were presented with another hypothetical: Consider the following list of options. Please RANK in order, from top to bottom, the steps you'd go through to find some video content to watch. If I want to watch something, I would first check, then I'd check and finally check." From their choices, igr calculated a ranking score between one and ten. For all respondents, live broadcast TV was ranked the highest, followed by recorded programs. However, the results for young consumers between the age of 18 and 24 were significantly different. Their rankings once again show a preference for online entertainment. As shown below, YouTube had the highest ranking, followed by Netflix. The results of the overall sample and the 18 to 24 year old sample are shown in the following two charts. 8

12 Figure 8: Ranking of Video Content, All Respondents Other Recorded program (DVR) Live Broadcast TV Borrow physical disc from friend/family Personal collection of digital format video Personal collection of DVDs / Blu-Rays Somewhere for physical disc (library, Redbox, etc.) YouTube Another OTTservice (Ultraviolet, Vudu, etc.) Hulu Google Play Apple itunes Amazon Prime Netflix Figure 9: Ranking of Video Content, year olds Other Recorded program (DVR) Live Broadcast TV Borrow physical disc from friend/family Personal collection of digital format video Personal collection of DVDs / Blu-Rays Somewhere for physical disc (library, Redbox, etc.) YouTube Another OTTservice (Ultraviolet, Vudu, etc.) Hulu Google Play Apple itunes Amazon Prime Netflix

13 Conclusion As this paper has shown, the future of entertainment is mobile and that the future of mobile depends on reliable networks that are able to deliver more capacity. The statistics in this paper clearly demonstrate that more people are watching video on mobile devices in more places simply put, consumers expect access to their entertainment wherever they are, at all times of day. Consider that: 50 percent of consumer said that they use a tablet nearly all have a smartphone Overall, 11 percent of consumers said that they stream video while on the go But 18 to 24 year olds are 122 percent more likely than average to watch streaming video on the go, while 25 to 34 year olds are 24 percent more likely than average 60 percent of the survey respondents who stream video said they do so at least once per day and up to continuously throughout the day Overall, 19 percent of U.S. consumers choose to use their mobile data network, even when they are at home Younger respondents (between the age of 18 and 34) were significantly more likely than older respondents to choose to stream their new movie release. The challenge for the mobile industry is that as more and more people watch video on their mobile devices, the strains on the mobile infrastructure increase. Today s millennials have grown up in a connected world and are accustomed to get everything on demand, instantly. For this age group, streaming content is the new normal. This is also increasingly true of older generations - and if streaming is normal, then that means consumers will not just demand, but expect, continuous broadband connectivity. The entertainment and mobile infrastructure industries are therefore tied together in a common goal enable wireless networks that are capable of delivering the content consumer demand, no matter their location or the time of day. Without responsible deployment of wireless infrastructure, including towers and small cells, the future of entertainment will simply not exist. 10

14 Methodology Disclaimer About WIA About igr The consumer data referenced in this white paper is based on a Web-based survey of 1,021 U.S. consumers that igr fielded during May In order to participate in the survey, respondents were required to: Be between years of age Own and use a mobile phone. The survey results presented in this white paper are shown in figures, and where applicable, some results are also described using an index. An index of potential has the objective of demonstrating which market segments offer the greatest opportunity for efficiently and effectively selling a product or service. In this white paper, the index is a whole number showing an above average or below average incidence of use, where 100 is average. Additionally, the results were weighted against the U.S. Census Bureau s distribution of people by age, so that the respondent sample approximated the U.S. national averages by age group. The opinions expressed in this white paper are those of IGR and do not reflect the opinions of the companies or organizations referenced in this paper. All research was conducted exclusively and independently by igr. The Wireless Infrastructure Association represents the businesses that develop, build, and own the nation s wireless infrastructure. Members include wireless carriers, infrastructure providers, and professional services firms that are responsible for telecommunications facilities around the globe. Through public affairs and advocacy efforts on the local, state and federal level WIA works to support the widespread deployment of wireless infrastructure in order to deliver mobile broadband access to all citizens and communities. For more information, visit igr is a market strategy consultancy focused on the wireless and mobile communications industry. Founded by Iain Gillott, one of the wireless industry s leading analysts, we research and analyze the impact new wireless and mobile technologies will have on the industry, on vendors competitive positioning, and on our clients strategic business plans. A more complete profile of the company can be found at 11

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